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[1-2-2017] New Years Update : New parts, bug fixes, and more!

From the team

A new year yields new parts!
First off we'd like to thank our beta test squad for getting us trough this update, even on new years eve! This update hasn't been a cakewalk and we appreciate the support.

Now lets dive in and take a look at what our devteam has been up too.

Detachers and hinges

That's right, They are back baby!

Detacher: the detacher lets you detach whatever you weld on the other side. Think detachable drones or multi staged rockets, ...The Possibilities are huge!

360 Hinge: the 360 hinge is a free rotating hinge, handy for walkers,suspension systems or whatever else that needs to be freely rotating.

Drive Hinge: the drive hinge is a motorized free rotating hinge, it has a driveshaft input, which means it can be powered by any engine.

Springs and adjustable pontoons

It just wouldn't be right without the springs, they give us the possibility to design and test complex suspension systems and whatever else we can think of, like.. a slingshot!

The springs have "force", "damping", "length", "spread", "break force", "offset", "offsetInput", "pressure", "pressureInput" properties.

The pressure is controlled via an input, this means the force is controllable in real time, the offset can be used to change the target length in real-time, so this should yield some interesting vehicles.

To finish we finally got our hands on an adjustable pontoon, its size ranges from 30/30/30 cm and goes up to 12/12/12 m

Radio transmitter and receiver

These are two other fun parts that go hand in hand with detachers

Both the transmitter and receiver have a channel property.
When the channels match and the signal is strong enough the receiver will pickup the "loudest" signal and output the value for you.

This finally opens up vehicle communication and we can't wait to see what you guys will come up with.

Furthermore the reception range of the radios is modeled realistically, meaning more transmission power equals more range as shown on the chart below.

Multiplayer improvements

Vehicles will catch-up on lost data in multiplayer, every 10 seconds the state of your vehicle will upload to the other players, this will make de-synced values way less frequent.

Physics improvements

Our quest for implementing hinges and detachers lead us to a way to improve accuracy of the physics engine!

From now on you can use the "PhysicsQuality" settings under gameplay settings; the higher this setting the more stable things will get, simply by increasing the tick rate of the physics engine.

Server settings changes

Servers can now be configured to limit the amount of parts on a per-part basis.
For the server admin guys, you can set a part count limit as follows:

CountBlackList

rocketEngine<10>
fireworks<5>
ect...
To add a part count limit simply insert PartName and replace by the appropriate part name and the corresponding value.

Other changes

Although a lot has already been discussed, there's still a huge amount of changes that haven’t been mentioned yet, including, but not limited to:

  • Fixed issue where a chain of rotators would not save correctly as assembly
  • Fixed issue where shift welding a custom assembly broke the link wires
  • Blue "spawn" boxes have been removed; vehicles can consist out of multiple pieces
  • Notebox volume and Doppler effect has been fixed.
  • Tuk Tuk engine plays the correct sound
  • simplified the audio system
  • added air sound based on wing force
  • improved wheel rpm for other players their vehicles in multiplayer
  • improved the way the "cog" is calculated, it should be faster in most cases
  • Added wings tag to adjustable wings in browser.
  • Added Gear tag to the transmission parts
  • Removed 'damn' from wordfilter.
  • enable negative value on electric switch "inputOffset"
  • fixed solid fuel rockets draining too mush mass as it burns
  • limited angular velocity of vehicles to a sensible amount ( about 10K rpm )
  • fixed issue where players would disconnect when sending too mush data to the server
  • fixed jet engine not consuming enough fuel
  • fixed jet engine not turning off when fuel is depleted
  • fixed bug where player would fly away when pushing a vehicle

What if I have a problem?

To ensure that no issue is overseen we'll be monitoring steam, DISCORD and our other channels even more over the course of the following days. In the unfortunate event that you encounter a bug please follow these steps so that we can release a patch asap:

  • See if you can replicate the bug
  • Be as specific as possible about the issue, the more information the better. Preferably attach your output_log.txt file which can be located in: installed directory / HB146_Data folder (right click on Homebrew in your game library, select properties and then browse local files)
  • Notify us on Steam or Discord (faster response time)

Lastly, we wish all of you the best for the holidays. We've received a lot of support from our community throughout 2016 and as always we're looking forward to receiving more feedback and seeing more awesome creations in 2017.

DREAM - BUILD - AND A HAPPY NEW YEAR

Copybugpaste Team